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146 行
6.3 KiB
146 行
6.3 KiB
using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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class BufferPyramid
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{
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RTHandle m_ColorPyramidBuffer;
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List<RTHandle> m_ColorPyramidMips = new List<RTHandle>();
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RTHandle m_DepthPyramidBuffer;
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List<RTHandle> m_DepthPyramidMips = new List<RTHandle>();
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public RTHandle colorPyramid { get { return m_ColorPyramidBuffer; } }
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public RTHandle depthPyramid { get { return m_DepthPyramidBuffer; } }
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BufferPyramidProcessor m_Processor;
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public BufferPyramid(BufferPyramidProcessor processor)
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{
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m_Processor = processor;
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}
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float GetXRscale()
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{
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// for stereo double-wide, each half of the texture will represent a single eye's pyramid
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float scale = 1.0f;
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//if (m_Asset.renderPipelineSettings.supportsStereo && (desc.dimension != TextureDimension.Tex2DArray))
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// scale = 2.0f; // double-wide
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return scale;
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}
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public void CreateBuffers()
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{
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m_ColorPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "ColorPyramid");
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m_DepthPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.RGFloat, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "DepthPyramid"); // Need randomReadWrite because we downsample the first mip with a compute shader.
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}
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public void DestroyBuffers()
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{
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RTHandle.Release(m_ColorPyramidBuffer);
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RTHandle.Release(m_DepthPyramidBuffer);
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foreach (var rth in m_ColorPyramidMips)
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{
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RTHandle.Release(rth);
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}
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foreach (var rth in m_DepthPyramidMips)
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{
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RTHandle.Release(rth);
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}
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}
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public int GetPyramidLodCount(HDCamera camera)
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{
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var minSize = Mathf.Min(camera.actualWidth, camera.actualHeight);
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return Mathf.FloorToInt(Mathf.Log(minSize, 2f));
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}
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Vector2Int CalculatePyramidMipSize(Vector2Int baseMipSize, int mipIndex)
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{
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return new Vector2Int(baseMipSize.x >> mipIndex, baseMipSize.y >> mipIndex);
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}
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Vector2Int CalculatePyramidSize(Vector2Int size)
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{
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// Instead of using the screen size, we round up to the next power of 2 because currently some platforms don't support NPOT Render Texture with mip maps (PS4 for example)
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// Then we render in a Screen Sized viewport.
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// Note that even if PS4 supported POT Mips, the buffers would be padded to the next power of 2 anyway (TODO: check with other platforms...)
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int pyramidSize = (int)Mathf.NextPowerOfTwo(Mathf.Max(size.x, size.y));
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return new Vector2Int((int)(pyramidSize * GetXRscale()), pyramidSize);
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}
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void UpdatePyramidMips(HDCamera camera, RenderTextureFormat format, List<RTHandle> mipList, int lodCount)
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{
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int currentLodCount = mipList.Count;
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if (lodCount > currentLodCount)
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{
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for (int i = currentLodCount; i < lodCount; ++i)
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{
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int mipIndexCopy = i + 1; // Don't remove this copy! It's important for the value to be correctly captured by the lambda.
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RTHandle newMip = RTHandle.Alloc(size => CalculatePyramidMipSize(CalculatePyramidSize(size), mipIndexCopy), colorFormat: format, sRGB: false, enableRandomWrite: true, useMipMap: false, filterMode: FilterMode.Bilinear, name: string.Format("PyramidMip{0}", i));
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mipList.Add(newMip);
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}
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}
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}
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public Vector2 GetPyramidToScreenScale(HDCamera camera)
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{
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return new Vector2((float)camera.actualWidth / m_DepthPyramidBuffer.rt.width, (float)camera.actualHeight / m_DepthPyramidBuffer.rt.height);
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}
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public void RenderDepthPyramid(
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HDCamera hdCamera,
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CommandBuffer cmd,
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ScriptableRenderContext renderContext,
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RTHandle depthTexture)
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{
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int lodCount = GetPyramidLodCount(hdCamera);
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UpdatePyramidMips(hdCamera, m_DepthPyramidBuffer.rt.format, m_DepthPyramidMips, lodCount);
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Vector2 scale = GetPyramidToScreenScale(hdCamera);
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cmd.SetGlobalVector(HDShaderIDs._DepthPyramidSize, new Vector4(hdCamera.actualWidth, hdCamera.actualHeight, 1f / hdCamera.actualWidth, 1f / hdCamera.actualHeight));
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cmd.SetGlobalVector(HDShaderIDs._DepthPyramidScale, new Vector4(scale.x, scale.y, lodCount, 0.0f));
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m_Processor.RenderDepthPyramid(
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hdCamera.actualWidth, hdCamera.actualHeight,
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cmd,
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depthTexture,
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m_DepthPyramidBuffer,
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m_DepthPyramidMips,
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lodCount,
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scale
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);
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cmd.SetGlobalTexture(HDShaderIDs._DepthPyramidTexture, m_DepthPyramidBuffer);
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}
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public void RenderColorPyramid(
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HDCamera hdCamera,
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CommandBuffer cmd,
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ScriptableRenderContext renderContext,
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RTHandle colorTexture)
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{
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int lodCount = GetPyramidLodCount(hdCamera);
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UpdatePyramidMips(hdCamera, m_ColorPyramidBuffer.rt.format, m_ColorPyramidMips, lodCount);
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Vector2 scale = GetPyramidToScreenScale(hdCamera);
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cmd.SetGlobalVector(HDShaderIDs._ColorPyramidSize, new Vector4(hdCamera.actualWidth, hdCamera.actualHeight, 1f / hdCamera.actualWidth, 1f / hdCamera.actualHeight));
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cmd.SetGlobalVector(HDShaderIDs._ColorPyramidScale, new Vector4(scale.x, scale.y, lodCount, 0.0f));
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m_Processor.RenderColorPyramid(
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hdCamera,
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cmd,
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colorTexture,
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m_ColorPyramidBuffer,
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m_ColorPyramidMips,
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lodCount,
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scale
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);
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cmd.SetGlobalTexture(HDShaderIDs._ColorPyramidTexture, m_ColorPyramidBuffer);
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}
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}
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}
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